3. Paid Apps
1) The user pays upfront for the full app, usually at $0.99 or $1.99.
2) It has been shown that price and revenue do not always correlate precisely and you should experiment with various price points. Anchor it with the highest price point and put it on various levels of discount to test out sales.

4. In App Purchase (IAP) Approaches
1) Currency - Have a virtual currency used to buy boosters and perform other actions. The user can earn currency in-game or purchase more via IAP for faster results. Examples: Farmville's currency
2) Energy - The user gets a certain amount of actions per energy, and the energy replenishes at a certain rate. Items can be used to replenish the energy, and the items can be bought via currency funded via IAP.
3) Unlocking Features - Have premium features such as extra levels or assistance unlockable via IAP. Examples: Angry Birds's Eagle
4) Chips - Another take on currency, for casino type games. Examples: Zynga's Poker
5) Freemium - Similar to unlocking features, except the basic app is always free
6) Subscription - Covered in section 5, can be paid for via IAP or externally (such as Dropbox)

5. Subscription
1) Live Data Feed - Have the user pay a monthly fee in return for up to date data (Newspaper subscriptions, Manazine subscriptions, Stock Ticker Data)
2) Pay Per Data Usage - Have the user pay a recurring fee depending on how much they use (Examples: Dropbox)
3) Software As a Service - Pay for usage of the software as-you-go. I haven't seen a full SAAS mobile app yet but I think TaskRabbit is a close example.

7. Sponsors
1) This involves finding third party sponsors and placing them individually in the app. Example: You have an app about tennis, and instead of placing ad-network ads you find a tennis racket retailer willing to pay you $X per month or $Y per click through to their site

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